So I'm working on a scripted camera system for 1st person. The gist is it's toggleable. You can turn it off and on but my thing is that when I turn it off facing a direction, and turn it back on, no matter where I faced my camera, it snaps back to it's original cframe https://gyazo.com/aa63a3fa2a30716163e914b04e228ee0 It's really annoying and I want it to update so it's not snapping it just keeps going seamlessly.

repeat wait() until game.Players.LocalPlayer.Character
--// Variables
local player = game.Players.LocalPlayer
local char = player.Character
local valueFolder = char:WaitForChild('CarbonValues')
local mouse = player:GetMouse()

local storage = game.ReplicatedStorage:WaitForChild('CarbonStorage')
local eventFolder = storage:WaitForChild('Events')
local moduleFolder = storage:WaitForChild('Modules')
local weaponFolder = storage:WaitForChild('Weapons')
local weapClient = weaponFolder:WaitForChild('Client')
local weapServer = weaponFolder:WaitForChild('Server')

local humanoid = char:WaitForChild("Humanoid")
local rootPart = char:WaitForChild("HumanoidRootPart")

local switched = false;
local mode = true;
local enabled = true;

--// Tables
local control = {
	cam = workspace.CurrentCamera;
	camOffset = Vector3.new(0, 0, 0);
	cameraAngleX = 0;
	cameraAngleY = 0;
	
	xDelta = 0;
	yDelta = 0;
	
	mouseY = valueFolder:WaitForChild('MouseY').Value;
}

local modules = {
	ragDollMod = require(moduleFolder:WaitForChild('Ragdoll'));
	springMod = require(moduleFolder:WaitForChild('Spring'));
	utilitiesMod = require(moduleFolder:WaitForChild('Utilities'));	
}

--// Services
local ContextActionService = game:GetService("ContextActionService")
local uis = game:GetService("UserInputService")
local RunService = game:GetService("RunService")
local ts = game:GetService('TweenService')

--// Functions
function playerInput(inputObject)
	control.cameraAngleX = control.cameraAngleX - inputObject.Delta.X
	-- Reduce vertical mouse/touch sensitivity and clamp vertical axis
	control.cameraAngleY = math.clamp(control.cameraAngleY-inputObject.Delta.Y*0.4, -75, 75)
	-- Rotate root part CFrame by X delta
end

function focusControl()
	uis.MouseIconEnabled = false
	
	if mode then
		humanoid.AutoRotate = false
		--control.camOffset = Vector3.new(2, 2, 5)
	else
		humanoid.AutoRotate = true
		--control.camOffset = Vector3.new(0, 2, 5)
	end
end
		
--// Inputs
uis.InputBegan:connect(function(input,chat)
	if not chat then
		if input.UserInputType == Enum.UserInputType.MouseButton2 then
			--mode = true
			--focusControl()
		end; 
		
		if input.KeyCode == Enum.KeyCode.F then
			enabled = not enabled
			
			if not enabled then
				control.cam.CameraType = Enum.CameraType.Custom
				control.cam.CameraSubject = humanoid
			end
		end
		
		if input.KeyCode == Enum.KeyCode.V then
			switched = not switched
			
			if not switched then
				control.camOffset = Vector3.new(2, 2, 5)
			else
				control.camOffset = Vector3.new(-2, 2, 5)
			end;
		end;
	end
end)

uis.InputEnded:Connect(function(input,chat)
	if not chat then
		if input.UserInputType == Enum.UserInputType.MouseButton2 then
			mode = false
			focusControl()
		end;
	end;
end)

uis.InputChanged:connect(function(input,chat)
	if not chat then
		if input.UserInputType == Enum.UserInputType.MouseMovement then
			playerInput(input)
		end;
	end
end)

--// Init
focusControl()

--// Renders
RunService.RenderStepped:Connect(function(dt)
	if enabled then
		if control.cam.CameraType ~= Enum.CameraType.Scriptable then
			control.cam.CameraType = Enum.CameraType.Scriptable
		end
		
		uis.MouseBehavior = Enum.MouseBehavior.LockCenter
		local startCFrame = CFrame.new((char:WaitForChild('Head').CFrame.Position)) * CFrame.Angles(0, math.rad(control.cameraAngleX), 0) * CFrame.Angles(math.rad(control.cameraAngleY), 0, 0)
		local cameraCFrame = startCFrame:ToWorldSpace(CFrame.new(control.camOffset.X, control.camOffset.Y, control.camOffset.Z))
		local cameraFocus = startCFrame:ToWorldSpace(CFrame.new(control.camOffset.X, control.camOffset.Y, -10000))
		control.cam.CFrame = CFrame.new(cameraCFrame.Position, cameraFocus.Position)
		
		local newNeck = char:WaitForChild('Torso'):WaitForChild('Neck')
		local HRPCF =  char:WaitForChild("HumanoidRootPart").CFrame * CFrame.new(0, 1.5, 0) * CFrame.new(char:WaitForChild("Humanoid").CameraOffset)
		newNeck.C0 = newNeck.C0:lerp(char:WaitForChild("HumanoidRootPart").CFrame:toObjectSpace(HRPCF) * CFrame.Angles(math.asin((mouse.Hit.p - mouse.Origin.p).unit.y),0,0),0.2)
		newNeck.C1 = newNeck.C1:lerp(CFrame.new(), 0.2)
		
		--[[for _,v in pairs(char:GetChildren()) do
			if v and v:IsA('BasePart') then
				v.LocalTransparencyModifier = 1
			elseif v and v:IsA('Accessory') then
				v:WaitForChild('Handle').LocalTransparencyModifier = 1
			end
		end]]--
		
		if not mode then
			rootPart.CFrame = rootPart.CFrame:lerp(CFrame.new(rootPart.CFrame.p, rootPart.CFrame.p + control.cam.CFrame.lookVector * Vector3.new(0.1, 0, 0.1)), 1)
		end
	end;
end)